Ver 0.1.3.1 - Small Patch
Please, Don't Take My Eyes! » Devlog
Ver 0.1.3.1 Small Patch
Major:
- Boss fight found "defeated" animation did not play after defeating the boss. Animation tree logic adjusted. Works as required.
- Found platform and spike GFX rendering behind boss' left hand, causing the player not to be able to see when boss attacks. GFX layer moved accordingly and works as intended.
- Collectable, death, and enemy defeated count found to be incorrect at the end of the boss fight if you died to the boss. Found missing script not assigned to scene, script assigned and count working as required.
Minor:
- Found respawn trigger too large for key room 1 on level 2. Adjusted and works as required.
- Found left side wall in boss room to be wall jump enabled. Disabled and works as required.
- Platform above key room 1 in level 2 found with ability to drop through platform as programmed by other prefabricated platforms. Script disabled and one-way reestablished. Works as required.
- Jump pads in boss room found to not play SFX. Adjusted and works as required.
- Boss room cog during trial 5 found to kill the player if not dodged when platform retracts. Cog collider removed when boss is defeated and works as required.
- Added static spikes to boss level after boss enters.
- Created new player step sfx, removed old which had annoying high pitch bit noise.
Files
PDTME_Installer.exe 38 MB
1 day ago
PDTME.rar 35 MB
1 day ago
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Please, Don't Take My Eyes!
A short platformer where you use echo location to find hidden objects and traps.
Status | Prototype |
Author | Ducks Crossing |
Genre | Platformer |
Tags | 2D, Funny, Game Jam, Indie, Prototype, Side Scroller, Singleplayer, Unity, weird |
More posts
- Ver 0.1.3.2 - Patch/Bug Fixes1 day ago
- Ver 0.1.3 - Patch / Bug Fixes2 days ago
- Ver 0.1.2 Patch Notes2 days ago
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